Summary

In this chapter we discussed one of the most important aspects of the Kinect sensor and the Kinect for Windows SDK; that is, depth data processing. We have taken a closer look inside depth data, how the Kinect sensor processes depth data, and how the pixel values are used to calculate the distance. We have also seen how the player index is calculated from the depth data. We have explored several demo applications throughout this chapter, which give you a clear understanding of what depth data is, how it works, and what its uses are. You have also learned how you can get depth and pixel information directly from pixel data instead of performing bit masking. In the last section, we have discussed a 3D representation of depth data. An in-depth knowledge of depth data is very important going forward, because most of the complex applications depend on depth data processing and skeleton tracking. In the next chapter we will explore the skeleton tracking features of the Kinect for Windows SDK.

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